N5110

Dependencies:   mbed

Files at this revision

API Documentation at this revision

Comitter:
aileen
Date:
Tue Apr 28 01:39:30 2020 +0000
Commit message:
N5110

Changed in this revision

Ball/Ball.cpp Show annotated file Show diff for this revision Revisions of this file
Ball/Ball.h Show annotated file Show diff for this revision Revisions of this file
Gamepad/Gamepad.cpp Show annotated file Show diff for this revision Revisions of this file
Gamepad/Gamepad.h Show annotated file Show diff for this revision Revisions of this file
N5110/N5110.cpp Show annotated file Show diff for this revision Revisions of this file
N5110/N5110.h Show annotated file Show diff for this revision Revisions of this file
Paddle/Paddle.cpp Show annotated file Show diff for this revision Revisions of this file
Paddle/Paddle.h Show annotated file Show diff for this revision Revisions of this file
PongEngine/PongEngine.cpp Show annotated file Show diff for this revision Revisions of this file
PongEngine/PongEngine.h Show annotated file Show diff for this revision Revisions of this file
main.cpp Show annotated file Show diff for this revision Revisions of this file
mbed.bld Show annotated file Show diff for this revision Revisions of this file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Ball/Ball.cpp	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,72 @@
+#include "Ball.h"
+ 
+Ball::Ball()
+{
+ 
+}
+ 
+Ball::~Ball()
+{
+ 
+}
+ 
+void Ball::init(int size,int speed)
+{
+    _size = size;
+ 
+    _x = WIDTH/2 -  _size/2;
+    _y = HEIGHT/2 - _size/2;
+ 
+    srand(time(NULL));
+    int direction = rand() % 4; // randomise initial direction. 
+ 
+    // 4 possibilities. Get random modulo and set velocities accordingly
+    if (direction == 0) {
+        _velocity.x = speed;
+        _velocity.y = speed;
+    } else if (direction == 1) {
+        _velocity.x = speed;
+        _velocity.y = -speed;
+    } else if (direction == 2) {
+        _velocity.x = speed;
+        _velocity.y = speed;
+    } else {
+        _velocity.x = -speed;
+        _velocity.y = -speed;
+    }
+}
+ 
+void Ball::draw(N5110 &lcd)
+{
+    lcd.drawRect(_x,_y,_size,_size,FILL_BLACK);
+}
+ 
+void Ball::update()
+{
+    _x += _velocity.x;
+    _y += _velocity.y;
+}
+ 
+void Ball::set_velocity(Vector2D v)
+{
+    _velocity.x = v.x;
+    _velocity.y = v.y;
+}
+ 
+Vector2D Ball::get_velocity()
+{
+    Vector2D v = {_velocity.x,_velocity.y};
+    return v;
+}
+ 
+Vector2D Ball::get_pos()
+{
+    Vector2D p = {_x,_y};
+    return p;
+}
+ 
+void Ball::set_pos(Vector2D p)
+{
+    _x = p.x;
+    _y = p.y;
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Ball/Ball.h	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,36 @@
+#ifndef BALL_H
+#define BALL_H
+ 
+#include "mbed.h"
+#include "N5110.h"
+#include "Gamepad.h"
+#include "Paddle.h"
+ 
+/** Ball Class
+@author Dr Craig A. Evans, University of Leeds
+@brief Controls the ball in the Pong game 
+@date Febraury 2017
+*/ 
+class Ball
+{
+ 
+public:
+    Ball();
+    ~Ball();
+    void init(int size,int speed);
+    void draw(N5110 &lcd);
+    void update();
+    /// accessors and mutators
+    void set_velocity(Vector2D v);
+    Vector2D get_velocity();
+    Vector2D get_pos();
+    void set_pos(Vector2D p);
+    
+private:
+ 
+    Vector2D _velocity;
+    int _size;
+    int _x;
+    int _y;
+};
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad/Gamepad.cpp	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,341 @@
+#include "Gamepad.h"
+ 
+#include "mbed.h"
+ 
+//////////// constructor/destructor ////////////
+Gamepad::Gamepad()
+    :
+    _led1(new PwmOut(PTA1)),
+    _led2(new PwmOut(PTA2)),
+    _led3(new PwmOut(PTC2)),
+    _led4(new PwmOut(PTC3)),
+    _led5(new PwmOut(PTC4)),
+    _led6(new PwmOut(PTD3)),
+ 
+    _button_A(new InterruptIn(PTB9)),
+    _button_B(new InterruptIn(PTD0)),
+    _button_X(new InterruptIn(PTC17)),
+    _button_Y(new InterruptIn(PTC12)),
+    _button_L(new InterruptIn(PTB18)),
+    _button_R(new InterruptIn(PTB3)),
+    _button_back(new InterruptIn(PTB19)),
+    _button_start(new InterruptIn(PTC5)),
+    _button_joystick(new InterruptIn(PTC16)),
+ 
+    _vert(new AnalogIn(PTB10)),
+    _horiz(new AnalogIn(PTB11)),
+ 
+    _buzzer(new PwmOut(PTC10)),
+    _pot(new AnalogIn(PTB2)),
+ 
+    _timeout(new Timeout()),
+ 
+    _event_state(0),
+ 
+    _x0(0),
+    _y0(0)
+{}
+ 
+Gamepad::~Gamepad()
+{
+    delete _led1,_led2,_led3,_led4,_led5,_led6;
+    delete _button_A,_button_B,_button_joystick,_vert,_horiz;
+    delete _button_X,_button_Y,_button_back,_button_start;
+    delete _button_L,_button_R, _buzzer, _pot, _timeout;
+}
+ 
+///////////////// public methods /////////////////
+ 
+void Gamepad::init()
+{
+    leds_off();
+    init_buttons();
+ 
+    // read centred values of joystick
+    _x0 = _horiz->read();
+    _y0 = _vert->read();
+ 
+    // clear all flags
+    _event_state = 0;
+}
+ 
+void Gamepad::leds_off()
+{
+    leds(0.0);
+}
+ 
+void Gamepad::leds_on()
+{
+    leds(1.0);
+}
+ 
+void Gamepad::leds(float val) const
+{
+    if (val < 0.0f) {
+        val = 0.0f;
+    }
+    if (val > 1.0f) {
+        val = 1.0f;
+    }
+ 
+    // leds are active-low, so subtract from 1.0
+    // 0.0 corresponds to fully-off, 1.0 to fully-on
+    val = 1.0f - val;
+ 
+    _led1->write(val);
+    _led2->write(val);
+    _led3->write(val);
+    _led4->write(val);
+    _led5->write(val);
+    _led6->write(val);
+}
+ 
+void Gamepad::led(int n,float val) const
+{
+    // ensure they are within vlaid range
+    if (val < 0.0f) {
+        val = 0.0f;
+    }
+    if (val > 1.0f) {
+        val = 1.0f;
+    }
+    
+    switch (n) {
+        
+        // check for valid LED number and set value
+ 
+        case 1:
+            _led1->write(1.0f-val);   // active-low so subtract from 1
+            break;
+        case 2:
+            _led2->write(1.0f-val);   // active-low so subtract from 1
+            break;
+        case 3:
+            _led3->write(1.0f-val);   // active-low so subtract from 1
+            break;
+        case 4:
+            _led4->write(1.0f-val);   // active-low so subtract from 1
+            break;
+        case 5:
+            _led5->write(1.0f-val);   // active-low so subtract from 1
+            break;
+        case 6:
+            _led6->write(1.0f-val);   // active-low so subtract from 1
+            break;
+ 
+    }
+}
+ 
+float Gamepad::read_pot() const
+{
+    return _pot->read();
+}
+ 
+void Gamepad::tone(float frequency, float duration)
+{
+    _buzzer->period(1.0f/frequency);
+    _buzzer->write(0.5);  // 50% duty cycle - square wave
+    _timeout->attach(callback(this, &Gamepad::tone_off), duration );
+}
+ 
+bool Gamepad::check_event(GamepadEvent const id)
+{
+    // Check whether event flag is set
+    if (_event_state[id]) {
+        _event_state.reset(id);  // clear flag
+        return true;
+    } else {
+        return false;
+    }
+}
+ 
+// this method gets the magnitude of the joystick movement
+float Gamepad::get_mag()
+{
+    Polar p = get_polar();
+    return p.mag;
+}
+ 
+// this method gets the angle of joystick movement (0 to 360, 0 North)
+float Gamepad::get_angle()
+{
+    Polar p = get_polar();
+    return p.angle;
+}
+ 
+Direction Gamepad::get_direction()
+{
+    float angle = get_angle();  // 0 to 360, -1 for centred
+ 
+    Direction d;
+    // partition 360 into segments and check which segment the angle is in
+    if (angle < 0.0f) {
+        d = CENTRE;   // check for -1.0 angle
+    } else if (angle < 22.5f) {  // then keep going in 45 degree increments
+        d = N;
+    } else if (angle < 67.5f) {
+        d = NE;
+    } else if (angle < 112.5f) {
+        d = E;
+    } else if (angle < 157.5f) {
+        d = SE;
+    } else if (angle < 202.5f) {
+        d = S;
+    } else if (angle < 247.5f) {
+        d = SW;
+    } else if (angle < 292.5f) {
+        d = W;
+    } else if (angle < 337.5f) {
+        d = NW;
+    } else {
+        d = N;
+    }
+ 
+    return d;
+}
+ 
+///////////////////// private methods ////////////////////////
+ 
+void Gamepad::tone_off()
+{
+    // called after timeout
+    _buzzer->write(0.0);
+}
+ 
+void Gamepad::init_buttons()
+{
+    // turn on pull-downs as other side of button is connected to 3V3
+    // button is 0 when not pressed and 1 when pressed
+    _button_A->mode(PullDown);
+    _button_B->mode(PullDown);
+    _button_X->mode(PullDown);
+    _button_Y->mode(PullDown);
+    _button_back->mode(PullDown);
+    _button_start->mode(PullDown);
+    _button_L->mode(PullDown);
+    _button_R->mode(PullDown);
+    _button_joystick->mode(PullDown);
+    // therefore setup rising edge interrupts
+    _button_A->rise(callback(this,&Gamepad::a_isr));
+    _button_B->rise(callback(this,&Gamepad::b_isr));
+    _button_X->rise(callback(this,&Gamepad::x_isr));
+    _button_Y->rise(callback(this,&Gamepad::y_isr));
+    _button_L->rise(callback(this,&Gamepad::l_isr));
+    _button_R->rise(callback(this,&Gamepad::r_isr));
+    _button_start->rise(callback(this,&Gamepad::start_isr));
+    _button_back->rise(callback(this,&Gamepad::back_isr));
+    _button_joystick->rise(callback(this,&Gamepad::joy_isr));
+}
+ 
+// button interrupts ISRs
+// Each of these simply sets the appropriate event bit in the _event_state
+// variable
+void Gamepad::a_isr()
+{
+    _event_state.set(A_PRESSED);
+}
+void Gamepad::b_isr()
+{
+    _event_state.set(B_PRESSED);
+}
+void Gamepad::x_isr()
+{
+    _event_state.set(X_PRESSED);
+}
+void Gamepad::y_isr()
+{
+    _event_state.set(Y_PRESSED);
+}
+void Gamepad::l_isr()
+{
+    _event_state.set(L_PRESSED);
+}
+void Gamepad::r_isr()
+{
+    _event_state.set(R_PRESSED);
+}
+void Gamepad::back_isr()
+{
+    _event_state.set(BACK_PRESSED);
+}
+void Gamepad::start_isr()
+{
+    _event_state.set(START_PRESSED);
+}
+void Gamepad::joy_isr()
+{
+    _event_state.set(JOY_PRESSED);
+}
+ 
+// get raw joystick coordinate in range -1 to 1
+// Direction (x,y)
+// North     (0,1)
+// East      (1,0)
+// South     (0,-1)
+// West      (-1,0)
+Vector2D Gamepad::get_coord()
+{
+    // read() returns value in range 0.0 to 1.0 so is scaled and centre value
+    // substracted to get values in the range -1.0 to 1.0
+    float x = 2.0f*( _horiz->read() - _x0 );
+    float y = 2.0f*( _vert->read()  - _y0 );
+ 
+    // Note: the x value here is inverted to ensure the positive x is to the
+    // right. This is simply due to how the potentiometer on the joystick
+    // I was using was connected up. It could have been corrected in hardware
+    // by swapping the power supply pins. Instead it is done in software so may
+    // need to be changed depending on your wiring setup
+ 
+    Vector2D coord = {-x,y};
+    return coord;
+}
+ 
+// This maps the raw x,y coord onto a circular grid.
+// See:  http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
+Vector2D Gamepad::get_mapped_coord()
+{
+    Vector2D coord = get_coord();
+ 
+    // do the transformation
+    float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
+    float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
+ 
+    Vector2D mapped_coord = {x,y};
+    return mapped_coord;
+}
+ 
+// this function converts the mapped coordinates into polar form
+Polar Gamepad::get_polar()
+{
+    // get the mapped coordinate
+    Vector2D coord = get_mapped_coord();
+ 
+    // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
+    // We want 0 degrees to correspond to North and increase clockwise to 359
+    // like a compass heading, so we need to swap the axis and invert y
+    float x = coord.y;
+    float y = coord.x;
+ 
+    float mag = sqrt(x*x+y*y);  // pythagoras
+    float angle = RAD2DEG*atan2(y,x);
+    // angle will be in range -180 to 180, so add 360 to negative angles to
+    // move to 0 to 360 range
+    if (angle < 0.0f) {
+        angle+=360.0f;
+    }
+ 
+    // the noise on the ADC causes the values of x and y to fluctuate slightly
+    // around the centred values. This causes the random angle values to get
+    // calculated when the joystick is centred and untouched. This is also when
+    // the magnitude is very small, so we can check for a small magnitude and then
+    // set the angle to -1. This will inform us when the angle is invalid and the
+    // joystick is centred
+ 
+    if (mag < TOL) {
+        mag = 0.0f;
+        angle = -1.0f;
+    }
+ 
+    Polar p = {mag,angle};
+    return p;
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad/Gamepad.h	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,193 @@
+#ifndef GAMEPAD_H
+#define GAMEPAD_H
+ 
+#include <bitset>
+ 
+// Forward declaration of the classes that we use from the mbed library
+// This avoids the need for us to include the huge mbed.h header inside our
+// own library API
+namespace mbed
+{
+class AnalogIn;
+class InterruptIn;
+class PwmOut;
+class Timeout;
+}
+ 
+#define TOL 0.1f
+#define RAD2DEG 57.2957795131f
+ 
+/** Enum for direction */
+enum Direction {
+    CENTRE,  /**< joystick centred */
+    N,       /**< pushed North (0)*/
+    NE,      /**< pushed North-East (45) */
+    E,       /**< pushed East (90) */
+    SE,      /**< pushed South-East (135) */
+    S,       /**< pushed South (180) */
+    SW,      /**< pushed South-West (225) */
+    W,       /**< pushed West (270) */
+    NW       /**< pushed North-West (315) */
+};
+ 
+/** Vector 2D struct */
+struct Vector2D {
+    float x; /**< float for x value */
+    float y; /**< float for y value */
+};
+ 
+/** Polar coordinate struct */
+struct Polar {
+    float mag;  /**< float for magnitude */
+    float angle; /**< float for angle (in degrees) */
+};
+ 
+/** Gamepad Class
+@brief Library for interfacing with ELEC2645 Gamepad PCB, University of Leeds
+@author Dr Craig A. Evans
+@author Dr Alex Valanvanis
+@date Febraury 2017
+*/
+class Gamepad
+{
+    public:
+    /** Gamepad events 
+ * @brief List of events that can be registered on the gamepad
+ */
+enum GamepadEvent {
+    A_PRESSED,     ///< Button A has been pressed
+    B_PRESSED,     ///< Button B has been pressed
+    X_PRESSED,     ///< Button X has been pressed
+    Y_PRESSED,     ///< Button Y has been pressed
+    L_PRESSED,     ///< Button L has been pressed
+    R_PRESSED,     ///< Button R has been pressed
+    BACK_PRESSED,  ///< Button "Back" has been pressed
+    START_PRESSED, ///< Button "Start" has been pressed
+    JOY_PRESSED,   ///< Joystick button has been pressed
+    N_EVENTS       ///< A dummy flag that marks the end of the list
+};
+private:
+    mbed::PwmOut *_led1;
+    mbed::PwmOut *_led2;
+    mbed::PwmOut *_led3;
+    mbed::PwmOut *_led4;
+    mbed::PwmOut *_led5;
+    mbed::PwmOut *_led6;
+ 
+    mbed::InterruptIn *_button_A;
+    mbed::InterruptIn *_button_B;
+    mbed::InterruptIn *_button_X;
+    mbed::InterruptIn *_button_Y;
+    mbed::InterruptIn *_button_L;
+    mbed::InterruptIn *_button_R;
+    mbed::InterruptIn *_button_back;
+    mbed::InterruptIn *_button_start;
+    mbed::InterruptIn *_button_joystick;
+ 
+    mbed::AnalogIn *_vert;
+    mbed::AnalogIn *_horiz;
+ 
+    mbed::PwmOut   *_buzzer;
+    mbed::AnalogIn *_pot;
+ 
+    mbed::Timeout *_timeout;
+ 
+    std::bitset<N_EVENTS> _event_state; ///< A binary list of buttons that has been pressed
+ 
+    // centred x,y values
+    float _x0;
+    float _y0;
+ 
+public:
+ 
+    /** Constructor */
+    Gamepad();
+ 
+    /** Destructor */
+    ~Gamepad();
+ 
+    /** Initialise all peripherals and configure interrupts */
+    void init();
+ 
+    /** Turn all LEDs on */
+    void leds_on();
+ 
+    /** Turn all LEDs off */
+    void leds_off();
+ 
+    /** Set all LEDs to duty-cycle
+    *@param value in range 0.0 to 1.0
+    */
+    void leds(float val) const;
+ 
+    /** Set LED to duty-cycle
+    *@param led number (0 to 5)
+    *@param value in range 0.0 to 1.0
+    */
+    void led(int n,float val) const;
+ 
+    /** Read potentiometer
+    *@returns potentiometer value in range 0.0 to 1.0
+    */
+    float read_pot() const;
+ 
+    /** Play tone on piezo
+    * @param frequency in Hz
+    * @param duration of tone in seconds
+    */
+    void tone(float frequency, float duration);
+ 
+    /**
+     * @brief Check whether an event flag has been set and clear it
+     * @param id[in] The ID of the event to test
+     * @return true if the event occurred
+     */
+    bool check_event(GamepadEvent const id);
+ 
+    /** Get magnitude of joystick movement
+    * @returns value in range 0.0 to 1.0
+    */
+ 
+    float get_mag();
+ 
+    /** Get angle of joystick movement
+    * @returns value in range 0.0 to 359.9. 0.0 corresponds to N, 180.0 to S. -1.0 is central
+    */
+    float get_angle();
+ 
+    /** Gets joystick direction
+    * @returns an enum: CENTRE, N, NE, E, SE, S, SW, W, NW,
+    */
+    Direction get_direction();    // N,NE,E,SE etc.
+ 
+    /** Gets raw cartesian co-ordinates of joystick
+    * @returns a struct with x,y members, each in the range 0.0 to 1.0
+    */
+    Vector2D get_coord();         // cartesian co-ordinates x,y
+ 
+    /** Gets cartesian coordinates mapped to circular grid
+    * @returns a struct with x,y members, each in the range 0.0 to 1.0
+    */
+    Vector2D get_mapped_coord();  // x,y mapped to circle
+ 
+    /** Gets polar coordinates of the joystick
+    * @returns a struct contains mag and angle
+    */
+    Polar get_polar();            // mag and angle in struct form
+ 
+private:
+    void init_buttons();
+    void tone_off();
+ 
+    void a_isr();
+    void b_isr();
+    void x_isr();
+    void y_isr();
+    void l_isr();
+    void r_isr();
+    void back_isr();
+    void start_isr();
+    void joy_isr();
+};
+ 
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/N5110.cpp	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,503 @@
+#include "mbed.h"
+#include "N5110.h"
+ 
+// overloaded constructor includes power pin - LCD Vcc connected to GPIO pin
+// this constructor works fine with LPC1768 - enough current sourced from GPIO
+// to power LCD. Doesn't work well with K64F.
+N5110::N5110(PinName const pwrPin,
+             PinName const scePin,
+             PinName const rstPin,
+             PinName const dcPin,
+             PinName const mosiPin,
+             PinName const sclkPin,
+             PinName const ledPin)
+    :
+    _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise
+    _led(new PwmOut(ledPin)),
+    _pwr(new DigitalOut(pwrPin)),
+    _sce(new DigitalOut(scePin)),
+    _rst(new DigitalOut(rstPin)),
+    _dc(new DigitalOut(dcPin))
+{}
+ 
+// overloaded constructor does not include power pin - LCD Vcc must be tied to +3V3
+// Best to use this with K64F as the GPIO hasn't sufficient output current to reliably
+// drive the LCD.
+N5110::N5110(PinName const scePin,
+             PinName const rstPin,
+             PinName const dcPin,
+             PinName const mosiPin,
+             PinName const sclkPin,
+             PinName const ledPin)
+    :
+    _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise
+    _led(new PwmOut(ledPin)),
+    _pwr(NULL), // pwr not needed so null it to be safe
+    _sce(new DigitalOut(scePin)),
+    _rst(new DigitalOut(rstPin)),
+    _dc(new DigitalOut(dcPin))
+{}
+ 
+N5110::~N5110()
+{
+    delete _spi;
+ 
+    if(_pwr) {
+        delete _pwr;
+    }
+ 
+    delete _led;
+    delete _sce;
+    delete _rst;
+    delete _dc;
+}
+ 
+// initialise function - powers up and sends the initialisation commands
+void N5110::init()
+{
+    turnOn();     // power up
+    reset();      // reset LCD - must be done within 100 ms
+ 
+    initSPI();
+    // function set - extended
+    sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE);
+    // Don't completely understand these parameters - they seem to work as they are
+    // Consult the datasheet if you need to change them
+    sendCommand(CMD_VOP_7V38);    // operating voltage - these values are from Chris Yan's Library
+    sendCommand(CMD_TC_TEMP_2);   // temperature control
+    sendCommand(CMD_BI_MUX_48);   // changing this can sometimes improve the contrast on some displays
+ 
+    // function set - basic
+    sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE);
+    normalMode();  // normal video mode by default
+    sendCommand(CMD_DC_NORMAL_MODE);  // black on white
+ 
+    clearRAM();      // RAM is undefined at power-up so clear
+    clear();   // clear buffer
+    setBrightness(0.5);
+}
+ 
+// sets normal video mode (black on white)
+void N5110::normalMode()
+{
+    sendCommand(CMD_DC_NORMAL_MODE);
+}
+ 
+// sets normal video mode (white on black)
+void N5110::inverseMode()
+{
+    sendCommand(CMD_DC_INVERT_VIDEO);
+}
+ 
+// function to power up the LCD and backlight - only works when using GPIO to power
+void N5110::turnOn()
+{
+    if (_pwr != NULL) {
+        _pwr->write(1);  // apply power
+    }
+}
+ 
+// function to power down LCD
+void N5110::turnOff()
+{
+    clear(); // clear buffer
+    refresh();
+    setBrightness(0.0);  // turn backlight off
+    clearRAM();   // clear RAM to ensure specified current consumption
+    // send command to ensure we are in basic mode
+    sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE);
+    // clear the display
+    sendCommand(CMD_DC_CLEAR_DISPLAY);
+    // enter the extended mode and power down
+    sendCommand(0x20 | CMD_FS_POWER_DOWN_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE);
+    // small delay and then turn off the power pin
+    wait_ms(10);
+ 
+    // if we are powering the LCD using the GPIO then make it low to turn off
+    if (_pwr != NULL) {
+        _pwr->write(0);  // turn off power
+    }
+ 
+}
+ 
+// function to change LED backlight brightness
+void N5110::setBrightness(float brightness)
+{
+    // check whether brightness is within range
+    if (brightness < 0.0f)
+        brightness = 0.0f;
+    if (brightness > 1.0f)
+        brightness = 1.0f;
+    // set PWM duty cycle
+    _led->write(brightness);
+}
+ void N5110::setContrast(float contrast) {
+    
+    // enforce limits
+    if (contrast > 1.0f)
+        contrast = 1.0f;
+    else if (contrast < 0.0f)
+        contrast = 0.0;
+    
+    // convert to char in range 0 to 127 (i.e. 6 bits)
+    char ic = char(contrast*127.0f);
+    
+    sendCommand(0x20 | CMD_FS_POWER_DOWN_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE);  // extended instruction set
+    sendCommand(0b10000000 | ic);   // set Vop (which controls contrast)
+    sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE);  // back to basic instruction set
+}
+ 
+ void N5110::setTempCoefficient(char tc) {
+    
+    // enforce limits
+    if (tc>3) {
+        tc=3;
+    }
+    
+    // temperature coefficient may need increasing at low temperatures
+ 
+    sendCommand(0x20 | CMD_FS_POWER_DOWN_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE);  // extended instruction set
+    sendCommand(0b00000100 | tc);
+    sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE);  // back to basic instruction set
+}
+
+void N5110::setBias(char bias) {
+    
+    // from data sheet
+    // bias      mux rate
+    // 0        1:100
+    // 1        1:80
+    // 2        1:65
+    // 3        1:48   (default)
+    // 4        1:40/1:34
+    // 5        1:24
+    // 6        1:18/1:16
+    // 7        1:10/1:9/1:8
+    
+    // enforce limits
+    if (bias>7) {
+        bias=7;
+    }
+        
+    sendCommand(0x20 | CMD_FS_POWER_DOWN_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE);  // extended mode instruction
+    sendCommand(0b00010000 | bias);  
+    sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE); // end of extended mode instruction
+}
+
+// pulse the active low reset line
+void N5110::reset()
+{
+    _rst->write(0);  // reset the LCD
+    _rst->write(1);
+}
+ 
+// function to initialise SPI peripheral
+void N5110::initSPI()
+{
+    _spi->format(8,1);    // 8 bits, Mode 1 - polarity 0, phase 1 - base value of clock is 0, data captured on falling edge/propagated on rising edge
+    _spi->frequency(4000000);  // maximum of screen is 4 MHz
+}
+ 
+// send a command to the display
+void N5110::sendCommand(unsigned char command)
+{
+    _dc->write(0);  // set DC low for command
+    _sce->write(0); // set CE low to begin frame
+    _spi->write(command);  // send command
+    _dc->write(1);  // turn back to data by default
+    _sce->write(1); // set CE high to end frame (expected for transmission of single byte)
+}
+ 
+// send data to the display at the current XY address
+// dc is set to 1 (i.e. data) after sending a command and so should
+// be the default mode.
+void N5110::sendData(unsigned char data)
+{
+    _sce->write(0);   // set CE low to begin frame
+    _spi->write(data);
+    _sce->write(1);  // set CE high to end frame (expected for transmission of single byte)
+}
+ 
+// this function writes 0 to the 504 bytes to clear the RAM
+void N5110::clearRAM()
+{
+    _sce->write(0);  //set CE low to begin frame
+    for(int i = 0; i < WIDTH * HEIGHT; i++) { // 48 x 84 bits = 504 bytes
+        _spi->write(0x00);  // send 0's
+    }
+    _sce->write(1); // set CE high to end frame
+}
+ 
+// function to set the XY address in RAM for subsequenct data write
+void N5110::setXYAddress(unsigned int const x,
+                         unsigned int const y)
+{
+    if (x<WIDTH && y<HEIGHT) {  // check within range
+        sendCommand(0x80 | x);  // send addresses to display with relevant mask
+        sendCommand(0x40 | y);
+    }
+}
+ 
+// These functions are used to set, clear and get the value of pixels in the display
+// Pixels are addressed in the range of 0 to 47 (y) and 0 to 83 (x).  The refresh()
+// function must be called after set and clear in order to update the display
+void N5110::setPixel(unsigned int const x,
+                     unsigned int const y,
+                     bool const         state)
+{
+    if (x<WIDTH && y<HEIGHT) {  // check within range
+        // calculate bank and shift 1 to required position in the data byte
+        if(state) buffer[x][y/8] |= (1 << y%8);
+        else      buffer[x][y/8] &= ~(1 << y%8);
+    }
+}
+ 
+void N5110::clearPixel(unsigned int const x,
+                       unsigned int const y)
+{
+    if (x<WIDTH && y<HEIGHT) {  // check within range
+        // calculate bank and shift 1 to required position (using bit clear)
+        buffer[x][y/8] &= ~(1 << y%8);
+    }
+}
+ 
+int N5110::getPixel(unsigned int const x,
+                    unsigned int const y) const
+{
+    if (x<WIDTH && y<HEIGHT) {  // check within range
+        // return relevant bank and mask required bit
+ 
+        int pixel = (int) buffer[x][y/8] & (1 << y%8);
+ 
+        if (pixel)
+            return 1;
+        else
+            return 0;
+    }
+ 
+    return 0;
+ 
+}
+ 
+// function to refresh the display
+void N5110::refresh()
+{
+    setXYAddress(0,0);  // important to set address back to 0,0 before refreshing display
+    // address auto increments after printing string, so buffer[0][0] will not coincide
+    // with top-left pixel after priting string
+ 
+    _sce->write(0);  //set CE low to begin frame
+ 
+    for(int j = 0; j < BANKS; j++) {  // be careful to use correct order (j,i) for horizontal addressing
+        for(int i = 0; i < WIDTH; i++) {
+            _spi->write(buffer[i][j]);  // send buffer
+        }
+    }
+    _sce->write(1); // set CE high to end frame
+ 
+}
+ 
+// fills the buffer with random bytes.  Can be used to test the display.
+// The rand() function isn't seeded so it probably creates the same pattern everytime
+void N5110::randomiseBuffer()
+{
+    int i,j;
+    for(j = 0; j < BANKS; j++) {  // be careful to use correct order (j,i) for horizontal addressing
+        for(i = 0; i < WIDTH; i++) {
+            buffer[i][j] = rand()%256;  // generate random byte
+        }
+    }
+ 
+}
+ 
+// function to print 5x7 font
+void N5110::printChar(char const          c,
+                      unsigned int const  x,
+                      unsigned int const  y)
+{
+    if (y<BANKS) {  // check if printing in range of y banks
+ 
+        for (int i = 0; i < 5 ; i++ ) {
+            int pixel_x = x+i;
+            if (pixel_x > WIDTH-1)  // ensure pixel isn't outside the buffer size (0 - 83)
+                break;
+            buffer[pixel_x][y] = font5x7[(c - 32)*5 + i];
+            // array is offset by 32 relative to ASCII, each character is 5 pixels wide
+        }
+ 
+    }
+}
+ 
+// function to print string at specified position
+void N5110::printString(const char         *str,
+                        unsigned int const  x,
+                        unsigned int const  y)
+{
+    if (y<BANKS) {  // check if printing in range of y banks
+ 
+        int n = 0 ; // counter for number of characters in string
+        // loop through string and print character
+        while(*str) {
+ 
+            // writes the character bitmap data to the buffer, so that
+            // text and pixels can be displayed at the same time
+            for (int i = 0; i < 5 ; i++ ) {
+                int pixel_x = x+i+n*6;
+                if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83)
+                    break;
+                buffer[pixel_x][y] = font5x7[(*str - 32)*5 + i];
+            }
+            str++;  // go to next character in string
+            n++;    // increment index
+        }
+    }
+}
+ 
+// function to clear the screen buffer
+void N5110::clear()
+{
+    memset(buffer,0,sizeof(buffer));
+}
+ 
+// function to plot array on display
+void N5110::plotArray(float const array[])
+{
+    for (int i=0; i<WIDTH; i++) {  // loop through array
+        // elements are normalised from 0.0 to 1.0, so multiply
+        // by 47 to convert to pixel range, and subtract from 47
+        // since top-left is 0,0 in the display geometry
+        setPixel(i,47 - int(array[i]*47.0f),true);
+    }
+ 
+}
+ 
+// function to draw circle
+void N5110:: drawCircle(unsigned int const x0,
+                        unsigned int const y0,
+                        unsigned int const radius,
+                        FillType const     fill)
+{
+    // from http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
+    int x = radius;
+    int y = 0;
+    int radiusError = 1-x;
+ 
+    while(x >= y) {
+ 
+        // if transparent, just draw outline
+        if (fill == FILL_TRANSPARENT) {
+            setPixel( x + x0,  y + y0,true);
+            setPixel(-x + x0,  y + y0,true);
+            setPixel( y + x0,  x + y0,true);
+            setPixel(-y + x0,  x + y0,true);
+            setPixel(-y + x0, -x + y0,true);
+            setPixel( y + x0, -x + y0,true);
+            setPixel( x + x0, -y + y0,true);
+            setPixel(-x + x0, -y + y0,true);
+        } else {  // drawing filled circle, so draw lines between points at same y value
+ 
+            int type = (fill==FILL_BLACK) ? 1:0;  // black or white fill
+ 
+            drawLine(x+x0,y+y0,-x+x0,y+y0,type);
+            drawLine(y+x0,x+y0,-y+x0,x+y0,type);
+            drawLine(y+x0,-x+y0,-y+x0,-x+y0,type);
+            drawLine(x+x0,-y+y0,-x+x0,-y+y0,type);
+        }
+ 
+        y++;
+        if (radiusError<0) {
+            radiusError += 2 * y + 1;
+        } else {
+            x--;
+            radiusError += 2 * (y - x) + 1;
+        }
+    }
+ 
+}
+ 
+void N5110::drawLine(unsigned int const x0,
+                     unsigned int const y0,
+                     unsigned int const x1,
+                     unsigned int const y1,
+                     unsigned int const type)
+{
+    int y_range = static_cast<int>(y1) - static_cast<int>(y0); // calc range of y and x
+    int x_range = static_cast<int>(x1) - static_cast<int>(x0);
+ 
+    // if dotted line, set step to 2, else step is 1
+    unsigned int const step = (type==2) ? 2:1;
+ 
+    // make sure we loop over the largest range to get the most pixels on the display
+    // for instance, if drawing a vertical line (x_range = 0), we need to loop down the y pixels
+    // or else we'll only end up with 1 pixel in the x column
+    if ( abs(x_range) > abs(y_range) ) {
+ 
+        // ensure we loop from smallest to largest or else for-loop won't run as expected
+        unsigned int const start = x_range > 0 ? x0:x1;
+        unsigned int const stop =  x_range > 0 ? x1:x0;
+ 
+        // loop between x pixels
+        for (int x = start; x<= stop ; x+=step) {
+            // do linear interpolation
+            int const x_change = static_cast<int>(x)-static_cast<int>(x0);
+            unsigned int const y = y0 + y_range * x_change / x_range;
+ 
+            if (type == 0)   // if 'white' line, turn off pixel
+                clearPixel(x,y);
+            else
+                setPixel(x,y,type);  // else if 'black' or 'dotted' turn on pixel
+        }
+    } else {
+ 
+        // ensure we loop from smallest to largest or else for-loop won't run as expected
+        unsigned int const start = y_range > 0 ? y0:y1;
+        unsigned int const stop =  y_range > 0 ? y1:y0;
+ 
+        for (int y = start; y<= stop ; y+=step) {
+            // do linear interpolation
+            int const y_change = static_cast<int>(y)-static_cast<int>(y0);
+            unsigned int const x = x0 + x_range * y_change / y_range;
+ 
+            if (type == 0)   // if 'white' line, turn off pixel
+                clearPixel(x,y);
+            else
+                setPixel(x,y,type);  // else if 'black' or 'dotted' turn on pixel
+ 
+        }
+    }
+ 
+}
+ 
+void N5110::drawRect(unsigned int const x0,
+                     unsigned int const y0,
+                     unsigned int const width,
+                     unsigned int const height,
+                     FillType const     fill)
+{
+    if (fill == FILL_TRANSPARENT) { // transparent, just outline
+        drawLine(x0,y0,x0+(width-1),y0,1);  // top
+        drawLine(x0,y0+(height-1),x0+(width-1),y0+(height-1),1);  // bottom
+        drawLine(x0,y0,x0,y0+(height-1),1);  // left
+        drawLine(x0+(width-1),y0,x0+(width-1),y0+(height-1),1);  // right
+    } else { // filled rectangle
+        int type = (fill==FILL_BLACK) ? 1:0;  // black or white fill
+        for (int y = y0; y<y0+height; y++) {  // loop through rows of rectangle
+            drawLine(x0,y,x0+(width-1),y,type);  // draw line across screen
+        }
+    }
+}
+
+void N5110::drawSprite(int x0,
+                       int y0,
+                       int nrows,
+                       int ncols,
+                       int *sprite)
+{
+    for (int i = 0; i < nrows; i++) {
+        for (int j = 0 ; j < ncols ; j++) {
+ 
+            int pixel = *((sprite+i*ncols)+j);
+            setPixel(x0+j,y0+i, pixel);
+        }
+    }
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/N5110.h	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,516 @@
+#ifndef N5110_H
+#define N5110_H
+ 
+#include "mbed.h"
+ 
+// Command Bytes - taken from Chris Yan's library
+// More information can be found in the display datasheet
+// H = 0 - Basic instructions
+#define CMD_DC_CLEAR_DISPLAY   0x08
+#define CMD_DC_NORMAL_MODE     0x0C
+#define CMD_DC_FILL_DISPLAY    0x09
+#define CMD_DC_INVERT_VIDEO    0x0D
+#define CMD_FS_HORIZONTAL_MODE 0x00
+#define CMD_FS_VERTICAL_MODE   0x02
+#define CMD_FS_BASIC_MODE      0x00
+#define CMD_FS_EXTENDED_MODE   0x01
+#define CMD_FS_ACTIVE_MODE     0x00
+#define CMD_FS_POWER_DOWN_MODE 0x04
+// H = 1 - Extended instructions
+#define CMD_TC_TEMP_0          0x04
+#define CMD_TC_TEMP_1          0x05
+#define CMD_TC_TEMP_2          0x06
+#define CMD_TC_TEMP_3          0x07
+#define CMD_BI_MUX_24          0x15
+#define CMD_BI_MUX_48          0x13
+#define CMD_BI_MUX_100         0x10
+#define CMD_VOP_6V06           0xB2
+#define CMD_VOP_7V38           0xC8
+ 
+// number of pixels on display
+#define WIDTH 84
+#define HEIGHT 48
+#define BANKS 6
+ 
+/// Fill types for 2D shapes
+enum FillType {
+    FILL_TRANSPARENT, ///< Transparent with outline
+    FILL_BLACK,       ///< Filled black
+    FILL_WHITE,       ///< Filled white (no outline)
+};
+ 
+/** N5110 Class
+@brief Library for interfacing with Nokia 5110 LCD display (https://www.sparkfun.com/products/10168) using the hardware SPI on the mbed.
+@brief The display is powered from a GPIO pin meaning it can be controlled via software.  The LED backlight is also software-controllable (via PWM pin).
+@brief Can print characters and strings to the display using the included 5x7 font.
+@brief The library also implements a screen buffer so that individual pixels on the display (84 x 48) can be set, cleared and read.
+@brief The library can print primitive shapes (lines, circles, rectangles)
+@brief Acknowledgements to Chris Yan's Nokia_5110 Library.
+ 
+@brief Revision 1.3
+ 
+@author Craig A. Evans
+@date   7th February 2017
+ 
+@code
+ 
+#include "mbed.h"
+#include "N5110.h"
+ 
+//    VCC,SCE,RST,D/C,MOSI,SCLK,LED
+//N5110 lcd(p7,p8,p9,p10,p11,p13,p21);  // LPC1768 - pwr from GPIO
+N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);  // K64F - pwr from 3V3
+ 
+int main()
+{
+    // first need to initialise display
+    lcd.init();
+ 
+    while(1) {
+ 
+        // these are default settings so not strictly needed
+        lcd.normalMode();      // normal colour mode
+        lcd.setBrightness(0.5); // put LED backlight on 50%
+ 
+        lcd.clear(); // clear buffer at start of every loop
+        // can directly print strings at specified co-ordinates (must be less than 84 pixels to fit on display)
+        lcd.printString("Hello, World!",0,0);
+ 
+        char buffer[14];  // each character is 6 pixels wide, screen is 84 pixels (84/6 = 14)
+        // so can display a string of a maximum 14 characters in length
+        // or create formatted strings - ensure they aren't more than 14 characters long
+        int temperature = 27;
+        int length = sprintf(buffer,"T = %2d C",temperature); // print formatted data to buffer
+        // it is important the format specifier ensures the length will fit in the buffer
+        if (length <= 14)  // if string will fit on display (assuming printing at x=0)
+            lcd.printString(buffer,0,1);           // display on screen
+ 
+        float pressure = 1012.3;  // same idea with floats
+        length = sprintf(buffer,"P = %.2f mb",pressure);
+        if (length <= 14)
+            lcd.printString(buffer,0,2);
+ 
+        // can also print individual characters at specified place
+        lcd.printChar('X',5,3);
+ 
+        // draw a line across the display at y = 40 pixels (origin top-left)
+        for (int i = 0; i < WIDTH; i++) {
+            lcd.setPixel(i,40);
+        }
+        // need to refresh display after setting pixels or writing strings
+        lcd.refresh();
+        wait(5.0);
+ 
+        // can check status of pixel using getPixel(x,y);
+        lcd.clear();  // clear buffer
+        lcd.setPixel(2,2);  // set random pixel in buffer
+        lcd.refresh();
+        wait(1.0);
+ 
+        int pixel_to_test = lcd.getPixel(2,2);
+ 
+        printf("2,2 Pixel value = %i\n",pixel_to_test);
+ 
+        if ( pixel_to_test ) {
+            lcd.printString("2,2 is set",0,4);
+        }
+ 
+        // this one shouldn't be set
+        pixel_to_test = lcd.getPixel(3,3);
+ 
+        printf("3,3 Pixel value = %i\n",pixel_to_test);
+ 
+        if ( pixel_to_test == 0 ) {
+            lcd.printString("3,3 is clear",0,5);
+        }
+ 
+        lcd.refresh();
+        wait(4.0);
+ 
+        lcd.clear();            // clear buffer
+        lcd.inverseMode();      // invert colours
+        lcd.setBrightness(1.0); // put LED backlight on full
+ 
+        float array[84];
+ 
+        for (int i = 0; i < 84; i++) {
+            array[i] = 0.5 + 0.5*sin(i*2*3.14/84);
+        }
+ 
+        // can also plot graphs - 84 elements only
+        // values must be in range 0.0 - 1.0
+        lcd.plotArray(array);
+        lcd.refresh();
+        wait(5.0);
+ 
+        lcd.clear();
+        lcd.normalMode();      // normal colour mode back
+        lcd.setBrightness(0.5); // put LED backlight on 50%
+ 
+        // example of drawing lines
+        for (int x = 0; x < WIDTH ; x+=10) {
+            // x0,y0,x1,y1,type 0-white,1-black,2-dotted
+            lcd.drawLine(0,0,x,HEIGHT,2);
+        }
+        lcd.refresh();  // refresh after drawing shapes
+        wait(5.0);
+ 
+ 
+        lcd.clear();
+        // example of how to draw circles
+        lcd.drawCircle(WIDTH/2,HEIGHT/2,20,FILL_BLACK);  // x,y,radius,black fill
+        lcd.drawCircle(WIDTH/2,HEIGHT/2,10,FILL_WHITE);  // x,y,radius,white fill
+        lcd.drawCircle(WIDTH/2,HEIGHT/2,30,FILL_TRANSPARENT);  // x,y,radius,transparent with outline
+        lcd.refresh();  // refresh after drawing shapes
+        wait(5.0);
+ 
+        lcd.clear();
+        // example of how to draw rectangles
+        //          origin x,y,width,height,type
+        lcd.drawRect(10,10,50,30,FILL_BLACK);  // filled black rectangle
+        lcd.drawRect(15,15,20,10,FILL_WHITE);  // filled white rectange (no outline)
+        lcd.drawRect(2,2,70,40,  FILL_TRANSPARENT);    // transparent, just outline
+        lcd.refresh();  // refresh after drawing shapes
+        wait(5.0);
+    }
+}
+ 
+@endcode
+*/
+class N5110
+{
+private:
+// objects
+    SPI         *_spi;
+    PwmOut      *_led;
+    DigitalOut  *_pwr;
+    DigitalOut  *_sce;
+    DigitalOut  *_rst;
+    DigitalOut  *_dc;
+ 
+// variables
+    unsigned char buffer[84][6];  // screen buffer - the 6 is for the banks - each one is 8 bits;
+ 
+public:
+    /** Create a N5110 object connected to the specified pins
+    *
+    * @param pwr  Pin connected to Vcc on the LCD display (pin 1)
+    * @param sce  Pin connected to chip enable (pin 3)
+    * @param rst  Pin connected to reset (pin 4)
+    * @param dc   Pin connected to data/command select (pin 5)
+    * @param mosi Pin connected to data input (MOSI) (pin 6)
+    * @param sclk Pin connected to serial clock (SCLK) (pin 7)
+    * @param led  Pin connected to LED backlight (must be PWM) (pin 8)
+    *
+    */
+    N5110(PinName const pwrPin,
+          PinName const scePin,
+          PinName const rstPin,
+          PinName const dcPin,
+          PinName const mosiPin,
+          PinName const sclkPin,
+          PinName const ledPin);
+ 
+    /** Create a N5110 object connected to the specified pins (Vcc to +3V3)
+    *
+    * @param sce  Pin connected to chip enable (pin 3)
+    * @param rst  Pin connected to reset (pin 4)
+    * @param dc   Pin connected to data/command select (pin 5)
+    * @param mosi Pin connected to data input (MOSI) (pin 6)
+    * @param sclk Pin connected to serial clock (SCLK) (pin 7)
+    * @param led  Pin connected to LED backlight (must be PWM) (pin 8)
+    *
+    */
+    N5110(PinName const scePin,
+          PinName const rstPin,
+          PinName const dcPin,
+          PinName const mosiPin,
+          PinName const sclkPin,
+          PinName const ledPin);
+ 
+    /**
+     * Free allocated memory when object goes out of scope
+     */
+    ~N5110();
+ 
+    /** Initialise display
+    *
+    *   Powers up the display and turns on backlight (50% brightness default).
+    *   Sets the display up in horizontal addressing mode and with normal video mode.
+    */
+    void init();
+ 
+    /** Turn off
+    *
+    *   Powers down the display and turns of the backlight.
+    *   Needs to be reinitialised before being re-used.
+    */
+    void turnOff();
+ 
+    /** Clear
+    *
+    *   Clears the screen buffer.
+    */
+    void clear();
+ 
+    /** Turn on normal video mode (default)
+    *  Black on white
+    */
+    void setContrast(float contrast);
+    
+    /** Turn on normal video mode (default)
+    *  Black on white
+    */
+    void normalMode();
+ 
+    /** Turn on inverse video mode (default)
+    *  White on black
+    */
+    void inverseMode();
+ 
+    /** Set Brightness
+    *
+    *   Sets brightness of LED backlight.
+    *   @param brightness - float in range 0.0 to 1.0
+    */
+    void setBrightness(float const brightness);
+ 
+    /** Print String
+    *
+    *   Prints a string of characters to the screen buffer. String is cut-off after the 83rd pixel.
+    *   @param x - the column number (0 to 83)
+    *   @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row
+    */
+    void printString(char const         *str,
+                     unsigned int const  x,
+                     unsigned int const  y);
+ 
+    /** Print Character
+    *
+    *   Sends a character to the screen buffer.  Printed at the specified location. Character is cut-off after the 83rd pixel.
+    *   @param  c - the character to print. Can print ASCII as so printChar('C').
+    *   @param x - the column number (0 to 83)
+    *   @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row
+    */
+    void printChar(char const         c,
+                   unsigned int const x,
+                   unsigned int const y);
+ 
+    /** Set a Pixel
+    *
+    *   This function sets a pixel in the screen buffer.
+    *   @param  x - the x co-ordinate of the pixel (0 to 83)
+    *   @param  y - the y co-ordinate of the pixel (0 to 47)
+    */
+    void setPixel(unsigned int const x,
+                  unsigned int const y,
+                  bool const         state);
+ 
+    /** Clear a Pixel
+    *
+    *   This function clears pixel in the screen buffer
+    *   @param  x - the x co-ordinate of the pixel (0 to 83)
+    *   @param  y - the y co-ordinate of the pixel (0 to 47)
+    */
+    void clearPixel(unsigned int const x,
+                    unsigned int const y);
+ 
+    /** Get a Pixel
+    *
+    *   This function gets the status of a pixel in the screen buffer.
+    *   @param  x - the x co-ordinate of the pixel (0 to 83)
+    *   @param  y - the y co-ordinate of the pixel (0 to 47)
+    *   @returns
+    *       0           - pixel is clear
+    *       1    - pixel is set
+    */
+    int getPixel(unsigned int const x,
+                 unsigned int const y) const;
+ 
+    /** Refresh display
+    *
+    *   This functions sends the screen buffer to the display.
+    */
+    void refresh();
+ 
+    /** Randomise buffer
+    *
+    *   This function fills the buffer with random data.  Can be used to test the display.
+    *   A call to refresh() must be made to update the display to reflect the change in pixels.
+    *   The seed is not set and so the generated pattern will probably be the same each time.
+    *   TODO: Randomise the seed - maybe using the noise on the AnalogIn pins.
+    */
+    void randomiseBuffer();
+ 
+    /** Plot Array
+    *
+    *   This function plots a one-dimensional array in the buffer.
+    *   @param array[] - y values of the plot. Values should be normalised in the range 0.0 to 1.0. First 84 plotted.
+    */
+    void plotArray(float const array[]);
+ 
+    /** Draw Circle
+    *
+    *   This function draws a circle at the specified origin with specified radius in the screen buffer
+    *   Uses the midpoint circle algorithm.
+    *   @see http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
+    *   @param  x0     - x-coordinate of centre
+    *   @param  y0     - y-coordinate of centre
+    *   @param  radius - radius of circle in pixels
+    *   @param  fill   - fill-type for the shape
+    */
+    void drawCircle(unsigned int const x0,
+                    unsigned int const y0,
+                    unsigned int const radius,
+                    FillType const     fill);
+ 
+    /** Draw Line
+    *
+    *   This function draws a line between the specified points using linear interpolation.
+    *   @param  x0 - x-coordinate of first point
+    *   @param  y0 - y-coordinate of first point
+    *   @param  x1 - x-coordinate of last point
+    *   @param  y1 - y-coordinate of last point
+    *   @param  type - 0 white,1 black,2 dotted
+    */
+    void drawLine(unsigned int const x0,
+                  unsigned int const y0,
+                  unsigned int const x1,
+                  unsigned int const y1,
+                  unsigned int const type);
+ 
+    /** Draw Rectangle
+    *
+    *   This function draws a rectangle.
+    *   @param  x0 - x-coordinate of origin (top-left)
+    *   @param  y0 - y-coordinate of origin (top-left)
+    *   @param  width - width of rectangle
+    *   @param  height - height of rectangle
+    *   @param  fill   - fill-type for the shape
+    */
+    void drawRect(unsigned int const x0,
+                  unsigned int const y0,
+                  unsigned int const width,
+                  unsigned int const height,
+                  FillType const     fill);
+                  
+    void drawSprite(int x0,
+                    int y0,
+                    int nrows,
+                    int ncols,
+                    int *sprite);
+ 
+private:
+// methods
+    void setXYAddress(unsigned int const x,
+                      unsigned int const y);
+    void initSPI();
+    void turnOn();
+    void reset();
+    void clearRAM();
+    void sendCommand(unsigned char command);
+    void sendData(unsigned char data);
+    void setTempCoefficient(char tc);
+    void setBias(char bias);
+};
+ 
+const unsigned char font5x7[480] = {
+    0x00, 0x00, 0x00, 0x00, 0x00,// (space)
+    0x00, 0x00, 0x5F, 0x00, 0x00,// !
+    0x00, 0x07, 0x00, 0x07, 0x00,// "
+    0x14, 0x7F, 0x14, 0x7F, 0x14,// #
+    0x24, 0x2A, 0x7F, 0x2A, 0x12,// $
+    0x23, 0x13, 0x08, 0x64, 0x62,// %
+    0x36, 0x49, 0x55, 0x22, 0x50,// &
+    0x00, 0x05, 0x03, 0x00, 0x00,// '
+    0x00, 0x1C, 0x22, 0x41, 0x00,// (
+    0x00, 0x41, 0x22, 0x1C, 0x00,// )
+    0x08, 0x2A, 0x1C, 0x2A, 0x08,// *
+    0x08, 0x08, 0x3E, 0x08, 0x08,// +
+    0x00, 0x50, 0x30, 0x00, 0x00,// ,
+    0x08, 0x08, 0x08, 0x08, 0x08,// -
+    0x00, 0x60, 0x60, 0x00, 0x00,// .
+    0x20, 0x10, 0x08, 0x04, 0x02,// /
+    0x3E, 0x51, 0x49, 0x45, 0x3E,// 0
+    0x00, 0x42, 0x7F, 0x40, 0x00,// 1
+    0x42, 0x61, 0x51, 0x49, 0x46,// 2
+    0x21, 0x41, 0x45, 0x4B, 0x31,// 3
+    0x18, 0x14, 0x12, 0x7F, 0x10,// 4
+    0x27, 0x45, 0x45, 0x45, 0x39,// 5
+    0x3C, 0x4A, 0x49, 0x49, 0x30,// 6
+    0x01, 0x71, 0x09, 0x05, 0x03,// 7
+    0x36, 0x49, 0x49, 0x49, 0x36,// 8
+    0x06, 0x49, 0x49, 0x29, 0x1E,// 9
+    0x00, 0x36, 0x36, 0x00, 0x00,// :
+    0x00, 0x56, 0x36, 0x00, 0x00,// ;
+    0x00, 0x08, 0x14, 0x22, 0x41,// <
+    0x14, 0x14, 0x14, 0x14, 0x14,// =
+    0x41, 0x22, 0x14, 0x08, 0x00,// >
+    0x02, 0x01, 0x51, 0x09, 0x06,// ?
+    0x32, 0x49, 0x79, 0x41, 0x3E,// @
+    0x7E, 0x11, 0x11, 0x11, 0x7E,// A
+    0x7F, 0x49, 0x49, 0x49, 0x36,// B
+    0x3E, 0x41, 0x41, 0x41, 0x22,// C
+    0x7F, 0x41, 0x41, 0x22, 0x1C,// D
+    0x7F, 0x49, 0x49, 0x49, 0x41,// E
+    0x7F, 0x09, 0x09, 0x01, 0x01,// F
+    0x3E, 0x41, 0x41, 0x51, 0x32,// G
+    0x7F, 0x08, 0x08, 0x08, 0x7F,// H
+    0x00, 0x41, 0x7F, 0x41, 0x00,// I
+    0x20, 0x40, 0x41, 0x3F, 0x01,// J
+    0x7F, 0x08, 0x14, 0x22, 0x41,// K
+    0x7F, 0x40, 0x40, 0x40, 0x40,// L
+    0x7F, 0x02, 0x04, 0x02, 0x7F,// M
+    0x7F, 0x04, 0x08, 0x10, 0x7F,// N
+    0x3E, 0x41, 0x41, 0x41, 0x3E,// O
+    0x7F, 0x09, 0x09, 0x09, 0x06,// P
+    0x3E, 0x41, 0x51, 0x21, 0x5E,// Q
+    0x7F, 0x09, 0x19, 0x29, 0x46,// R
+    0x46, 0x49, 0x49, 0x49, 0x31,// S
+    0x01, 0x01, 0x7F, 0x01, 0x01,// T
+    0x3F, 0x40, 0x40, 0x40, 0x3F,// U
+    0x1F, 0x20, 0x40, 0x20, 0x1F,// V
+    0x7F, 0x20, 0x18, 0x20, 0x7F,// W
+    0x63, 0x14, 0x08, 0x14, 0x63,// X
+    0x03, 0x04, 0x78, 0x04, 0x03,// Y
+    0x61, 0x51, 0x49, 0x45, 0x43,// Z
+    0x00, 0x00, 0x7F, 0x41, 0x41,// [
+    0x02, 0x04, 0x08, 0x10, 0x20,// "\"
+    0x41, 0x41, 0x7F, 0x00, 0x00,// ]
+    0x04, 0x02, 0x01, 0x02, 0x04,// ^
+    0x40, 0x40, 0x40, 0x40, 0x40,// _
+    0x00, 0x01, 0x02, 0x04, 0x00,// `
+    0x20, 0x54, 0x54, 0x54, 0x78,// a
+    0x7F, 0x48, 0x44, 0x44, 0x38,// b
+    0x38, 0x44, 0x44, 0x44, 0x20,// c
+    0x38, 0x44, 0x44, 0x48, 0x7F,// d
+    0x38, 0x54, 0x54, 0x54, 0x18,// e
+    0x08, 0x7E, 0x09, 0x01, 0x02,// f
+    0x08, 0x14, 0x54, 0x54, 0x3C,// g
+    0x7F, 0x08, 0x04, 0x04, 0x78,// h
+    0x00, 0x44, 0x7D, 0x40, 0x00,// i
+    0x20, 0x40, 0x44, 0x3D, 0x00,// j
+    0x00, 0x7F, 0x10, 0x28, 0x44,// k
+    0x00, 0x41, 0x7F, 0x40, 0x00,// l
+    0x7C, 0x04, 0x18, 0x04, 0x78,// m
+    0x7C, 0x08, 0x04, 0x04, 0x78,// n
+    0x38, 0x44, 0x44, 0x44, 0x38,// o
+    0x7C, 0x14, 0x14, 0x14, 0x08,// p
+    0x08, 0x14, 0x14, 0x18, 0x7C,// q
+    0x7C, 0x08, 0x04, 0x04, 0x08,// r
+    0x48, 0x54, 0x54, 0x54, 0x20,// s
+    0x04, 0x3F, 0x44, 0x40, 0x20,// t
+    0x3C, 0x40, 0x40, 0x20, 0x7C,// u
+    0x1C, 0x20, 0x40, 0x20, 0x1C,// v
+    0x3C, 0x40, 0x30, 0x40, 0x3C,// w
+    0x44, 0x28, 0x10, 0x28, 0x44,// x
+    0x0C, 0x50, 0x50, 0x50, 0x3C,// y
+    0x44, 0x64, 0x54, 0x4C, 0x44,// z
+    0x00, 0x08, 0x36, 0x41, 0x00,// {
+    0x00, 0x00, 0x7F, 0x00, 0x00,// |
+    0x00, 0x41, 0x36, 0x08, 0x00,// }
+    0x08, 0x08, 0x2A, 0x1C, 0x08,// ->
+    0x08, 0x1C, 0x2A, 0x08, 0x08 // <-
+};
+ 
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Paddle/Paddle.cpp	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,64 @@
+#include "Paddle.h"
+ 
+// nothing doing in the constructor and destructor
+Paddle::Paddle()
+{
+ 
+}
+ 
+Paddle::~Paddle()
+{
+ 
+}
+ 
+void Paddle::init(int x,int height,int width)
+{
+    _x = x;  // x value on screen is fixed
+    _y = HEIGHT/2 - height/2;  // y depends on height of screen and height of paddle
+    _height = height;
+    _width = width;
+    _speed = 1;  // default speed
+    _score = 0;  // start score from zero
+ 
+}
+ 
+void Paddle::draw(N5110 &lcd)
+{
+    // draw paddle in screen buffer. 
+    lcd.drawRect(_x,_y,_width,_height,FILL_BLACK);
+}
+ 
+void Paddle::update(Direction d,float mag)
+{
+    _speed = int(mag*10.0f);  // scale is arbitrary, could be changed in future
+ 
+    // update y value depending on direction of movement
+    // North is decrement as origin is at the top-left so decreasing moves up
+    if (d == N) {
+        _y-=_speed;
+    } else if (d == S) {
+        _y+=_speed;
+    }
+ 
+    // check the y origin to ensure that the paddle doesn't go off screen
+    if (_y < 1) {
+        _y = 1;
+    }
+    if (_y > HEIGHT - _height - 1) {
+        _y = HEIGHT - _height - 1;
+    }
+}
+ 
+void Paddle::add_score()
+{
+    _score++;
+}
+int Paddle::get_score()
+{
+    return _score;
+}
+ 
+Vector2D Paddle::get_pos() {
+    Vector2D p = {_x,_y};
+    return p;    
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Paddle/Paddle.h	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,31 @@
+#ifndef PADDLE_H
+#define PADDLE_H
+ 
+#include "mbed.h"
+#include "N5110.h"
+#include "Gamepad.h"
+ 
+class Paddle
+{
+public:
+ 
+    Paddle();
+    ~Paddle();
+    void init(int x,int height,int width);
+    void draw(N5110 &lcd);
+    void update(Direction d,float mag);
+    void add_score();
+    int get_score();
+    Vector2D get_pos();
+ 
+private:
+ 
+    int _height;
+    int _width;
+    int _x;
+    int _y;
+    int _speed;
+    int _score;
+ 
+};
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/PongEngine/PongEngine.cpp	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,174 @@
+#include "PongEngine.h"
+ 
+PongEngine::PongEngine()
+{
+ 
+}
+ 
+PongEngine::~PongEngine()
+{
+ 
+}
+ 
+void PongEngine::init(int paddle_width,int paddle_height,int ball_size,int speed)
+{
+    // initialise the game parameters
+    _paddle_width = paddle_width;
+    _paddle_height = paddle_height;
+    _ball_size = ball_size;
+    _speed = speed;
+ 
+    // x position on screen - WIDTH is defined in N5110.h
+    _p1x = GAP;
+    _p2x = WIDTH - GAP - _paddle_width;
+ 
+    // puts paddles and ball in middle
+    _p1.init(_p1x,_paddle_height,_paddle_width);
+    _p2.init(_p2x,_paddle_height,_paddle_width);
+    _ball.init(_ball_size,_speed);
+}
+ 
+void PongEngine::read_input(Gamepad &pad)
+{
+    _d = pad.get_direction();
+    _mag = pad.get_mag();
+}
+ 
+void PongEngine::draw(N5110 &lcd)
+{
+    // draw the elements in the LCD buffer
+    // pitch
+    lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
+    lcd.drawLine(WIDTH/2,0,WIDTH/2,HEIGHT-1,2);
+    //score
+    print_scores(lcd);
+    // paddles
+    _p1.draw(lcd);
+    _p2.draw(lcd);
+    // ball
+    _ball.draw(lcd);
+}
+ 
+void PongEngine::update(Gamepad &pad)
+{
+    check_goal(pad);
+    // important to update paddles and ball before checking collisions so can
+    // correct for it before updating the display
+    _p1.update(_d,_mag);
+    _p2.update(_d,_mag);
+    _ball.update();
+ 
+    check_wall_collision(pad);
+    check_paddle_collisions(pad);
+}
+ 
+void PongEngine::check_wall_collision(Gamepad &pad)
+{
+    // read current ball attributes
+    Vector2D ball_pos = _ball.get_pos();
+    Vector2D ball_velocity = _ball.get_velocity();
+ 
+    // check if hit top wall
+    if (ball_pos.y <= 1) {  //  1 due to 1 pixel boundary
+        ball_pos.y = 1;  // bounce off ceiling without going off screen
+        ball_velocity.y = -ball_velocity.y;
+        // audio feedback
+        pad.tone(750.0,0.1);
+    }
+    // check if hit bottom wall
+    else if (ball_pos.y + _ball_size >= (HEIGHT-1) ) { // bottom pixel is 47
+        // hit bottom
+        ball_pos.y = (HEIGHT-1) - _ball_size;  // stops ball going off screen
+        ball_velocity.y = -ball_velocity.y;
+        // audio feedback
+        pad.tone(750.0,0.1);
+    }
+ 
+    // update ball parameters
+    _ball.set_velocity(ball_velocity);
+    _ball.set_pos(ball_pos);
+}
+ 
+void PongEngine::check_paddle_collisions(Gamepad &pad)
+{
+    // read current ball attributes
+    Vector2D ball_pos = _ball.get_pos();
+    Vector2D ball_velocity = _ball.get_velocity();
+ 
+    // check p1 first
+    Vector2D p1_pos = _p1.get_pos();
+ 
+    // see if ball has hit the paddle by checking for overlaps
+    if (
+        (ball_pos.y >= p1_pos.y) && //top
+        (ball_pos.y <= p1_pos.y + _paddle_height) && //bottom
+        (ball_pos.x >= _p1x) && //left
+        (ball_pos.x <= _p1x + _paddle_width)  //right
+    ) {
+        // if it has, fix position and reflect x velocity
+        ball_pos.x = _p1x + _paddle_width;
+        ball_velocity.x = -ball_velocity.x;
+        // audio feedback
+        pad.tone(1000.0,0.1);
+    }
+ 
+    // check p2 next
+    Vector2D p2_pos = _p2.get_pos();
+ 
+    // see if ball has hit the paddle by checking for overlaps
+    if (
+        (ball_pos.y >= p2_pos.y) && //top
+        (ball_pos.y <= p2_pos.y + _paddle_height) && //bottom
+        (ball_pos.x + _ball_size >= _p2x) && //left
+        (ball_pos.x + _ball_size <= _p2x + _paddle_width)  //right
+    ) {
+        // if it has, fix position and reflect x velocity
+        ball_pos.x = _p2x - _ball_size;
+        ball_velocity.x = -ball_velocity.x;
+        // audio feedback
+        pad.tone(1000.0,0.1);
+    }
+ 
+    // write new attributes
+    _ball.set_velocity(ball_velocity);
+    _ball.set_pos(ball_pos);
+}
+ 
+void PongEngine::check_goal(Gamepad &pad)
+{
+    Vector2D ball_pos = _ball.get_pos();
+    // P2 has scored
+    if (ball_pos.x + _ball_size < 0) {
+        _p2.add_score();
+        _ball.init(_ball_size,_speed);
+        pad.tone(1500.0,0.5);
+        pad.leds_on();
+        wait(0.5);
+        pad.leds_off();
+    }
+ 
+    // P1 has scored
+    if (ball_pos.x > WIDTH) {
+        _p1.add_score();
+        _ball.init(_ball_size,_speed);
+        pad.tone(1500.0,0.5);
+        pad.leds_on();
+        wait(0.5);
+        pad.leds_off();
+    }
+}
+ 
+void PongEngine::print_scores(N5110 &lcd)
+{
+    // get scores from paddles
+    int p1_score = _p1.get_score();
+    int p2_score = _p2.get_score();
+ 
+    // print to LCD i
+    char buffer1[14];
+    sprintf(buffer1,"%2d",p1_score);
+    lcd.printString(buffer1,WIDTH/2 - 20,1);  // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
+    char buffer2[14];
+    sprintf(buffer2,"%2d",p2_score);
+    lcd.printString(buffer2,WIDTH/2 + 4,1);
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/PongEngine/PongEngine.h	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,51 @@
+#ifndef PONGENGINE_H
+#define PONGENGINE_H
+ 
+#include "mbed.h"
+#include "N5110.h"
+#include "Gamepad.h"
+#include "Ball.h"
+#include "Paddle.h"
+ 
+// gap from edge of screen
+#define GAP 2
+ 
+class PongEngine
+{
+ 
+public:
+    PongEngine();
+    ~PongEngine();
+ 
+    void init(int paddle_width,int paddle_height,int ball_size,int speed);
+    void read_input(Gamepad &pad);
+    void update(Gamepad &pad);
+    void draw(N5110 &lcd);
+    
+private:
+ 
+    void check_wall_collision(Gamepad &pad);
+    void check_paddle_collisions(Gamepad &pad);
+    void check_goal(Gamepad &pad);
+    void print_scores(N5110 &lcd);
+    
+    Paddle _p1;
+    Paddle _p2;
+     
+    int _paddle_width;
+    int _paddle_height;
+    int _ball_size;
+    int _speed;
+    
+    // x positions of the paddles
+    int _p1x;
+    int _p2x;
+    
+    Ball _ball;
+    
+    Direction _d;
+    float _mag;
+ 
+};
+ 
+#endif
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,95 @@
+///////// pre-processor directives ////////
+#include "mbed.h"
+#include "Gamepad.h"
+#include "N5110.h"
+#include "PongEngine.h"
+ 
+#ifdef WITH_TESTING
+# include "tests.h"
+#endif
+ 
+#define PADDLE_WIDTH 2
+#define PADDLE_HEIGHT 8
+#define BALL_SIZE 2
+#define BALL_SPEED 3
+ 
+/////////////// structs /////////////////
+struct UserInput {
+    Direction d;
+    float mag;
+};
+/////////////// objects ///////////////
+N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
+Gamepad pad;
+PongEngine pong;
+ 
+///////////// prototypes ///////////////
+void init();
+void update_game(UserInput input);
+void render();
+void welcome();
+ 
+///////////// functions ////////////////
+int main()
+{
+#ifdef WITH_TESTING
+    int number_of_failures = run_all_tests();
+ 
+    if(number_of_failures > 0) return number_of_failures;
+#endif
+ 
+    int fps = 8;  // frames per second
+ 
+    init();     // initialise and then display welcome screen...
+    welcome();  // waiting for the user to start
+    
+    render();  // first draw the initial frame 
+    wait(1.0f/fps);  // and wait for one frame period
+ 
+ 
+    // game loop - read input, update the game state and render the display
+    while (1) {
+        pong.read_input(pad);
+        pong.update(pad);
+        render();
+        wait(1.0f/fps);
+    }
+}
+ 
+// initialies all classes and libraries
+void init()
+{
+    // need to initialise LCD and Gamepad 
+    lcd.init();
+    pad.init();
+     
+    // initialise the game with correct ball and paddle sizes
+    pong.init(PADDLE_WIDTH,PADDLE_HEIGHT,BALL_SIZE,BALL_SPEED);
+ 
+}
+ 
+// this function draws each frame on the LCD
+void render()
+{
+    // clear screen, re-draw and refresh
+    lcd.clear();  
+    pong.draw(lcd);
+    lcd.refresh();
+}
+ 
+// simple splash screen displayed on start-up
+void welcome() {
+    
+    lcd.printString("     Pong!    ",0,1);  
+    lcd.printString("  Press Start ",0,4);
+    lcd.refresh();
+     
+    // wait flashing LEDs until start button is pressed 
+    while ( pad.check_event(Gamepad::START_PRESSED) == false) {
+        pad.leds_on();
+        wait(0.1);
+        pad.leds_off();
+        wait(0.1);
+    }
+ 
+}
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/mbed.bld	Tue Apr 28 01:39:30 2020 +0000
@@ -0,0 +1,1 @@
+https://os.mbed.com/users/mbed_official/code/mbed/builds/65be27845400
\ No newline at end of file